# Extract Mesh from Splat

This node converts a 3D Gaussian splat into a colored mesh surface. It works by rasterizing the gaussians onto a density grid, extracting an iso-surface at a chosen density level, and then applying optional smoothing and cleanup to produce a clean, colored triangle mesh.

## Inputs

| Parameter | Description | Data Type | Required | Range |
|-----------|-------------|-----------|----------|-------|
| `splat` | The input gaussian splat to convert to a mesh | SPLAT | Yes | - |
| `resolution` | Density-grid resolution along the longest axis. Higher values produce finer surface detail but require more VRAM and processing time (grows with resolution^3). Default: 384 | INT | Yes | 64 - 768 (step 16) |
| `kernel` | Maximum splat half-width in voxels. Each gaussian is rasterized over a window sized to its own 3-sigma, capped at this value. Small surfels stay cheap while large ones aren't truncated. Raise if sparse splats leave gaps. Default: 5 | INT | Yes | 1 - 8 |
| `smooth` | Taubin mesh-smoothing iterations. Smooths the surface without shrinking it (volume-preserving), unlike blurring the density. 0 means no smoothing. Default: 0 | INT | Yes | 0 - 60 |
| `level` | Iso-surface level. Auto-picked by Otsu thresholding; this value biases the auto-pick (1.0 = auto, lower values produce fatter/more-connected surfaces, higher values produce thinner/tighter surfaces). Default: 0.4 | FLOAT | Yes | 0.0 - 2.0 (step 0.01) |
| `min_component` | Drops connected components smaller than this many vertices. Removes detached floater blobs and the inner shell of double walls. 0 keeps all components. Default: 500 | INT | Yes | 0 - 100000 (step 50) |
| `min_opacity` | Ignores gaussians fainter than this value before meshing. Default: 0.02 | FLOAT | Yes | 0.0 - 1.0 (step 0.01) |
| `color_sharpen` | Crisps up the vertex texture. 1.0 gives physically-correct blend; higher values bias each voxel's color toward its dominant gaussian instead of averaging neighbors (de-smears the texture). Affects color only, not geometry. Default: 2.0 | FLOAT | Yes | 1.0 - 8.0 (step 0.5) |

## Outputs

| Output Name | Description | Data Type |
|-------------|-------------|-----------|
| `mesh` | The extracted colored mesh with unlit rendering (emissive-like) to match the splat appearance | MESH |

> This documentation was AI-generated. If you find any errors or have suggestions for improvement, please feel free to contribute! [Edit on GitHub](https://github.com/Comfy-Org/embedded-docs/blob/main/comfyui_embedded_docs/docs/SplatToMesh/en.md)

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